Geometry shader emulation for macOS (#5551)

* Implement vertex and geometry shader conversion to compute

* Call InitializeReservedCounts for compute too

* PR feedback

* Set clip distance mask for geometry and tessellation shaders too

* Transform feedback emulation only for vertex
This commit is contained in:
gdkchan
2023-08-29 21:10:34 -03:00
committed by GitHub
parent 93d78f9ac4
commit f09bba82b9
65 changed files with 3912 additions and 593 deletions

View File

@@ -77,12 +77,32 @@ namespace Ryujinx.Graphics.Shader.Translation
}
private static ShaderDefinitions CreateGraphicsDefinitions(IGpuAccessor gpuAccessor, ShaderHeader header)
{
TransformFeedbackOutput[] transformFeedbackOutputs = GetTransformFeedbackOutputs(gpuAccessor, out ulong transformFeedbackVecMap);
return new ShaderDefinitions(
header.Stage,
gpuAccessor.QueryGraphicsState(),
header.Stage == ShaderStage.Geometry && header.GpPassthrough,
header.ThreadsPerInputPrimitive,
header.OutputTopology,
header.MaxOutputVertexCount,
header.ImapTypes,
header.OmapTargets,
header.OmapSampleMask,
header.OmapDepth,
gpuAccessor.QueryHostSupportsScaledVertexFormats(),
transformFeedbackVecMap,
transformFeedbackOutputs);
}
internal static TransformFeedbackOutput[] GetTransformFeedbackOutputs(IGpuAccessor gpuAccessor, out ulong transformFeedbackVecMap)
{
bool transformFeedbackEnabled =
gpuAccessor.QueryTransformFeedbackEnabled() &&
gpuAccessor.QueryHostSupportsTransformFeedback();
TransformFeedbackOutput[] transformFeedbackOutputs = null;
ulong transformFeedbackVecMap = 0UL;
transformFeedbackVecMap = 0UL;
if (transformFeedbackEnabled)
{
@@ -105,21 +125,7 @@ namespace Ryujinx.Graphics.Shader.Translation
}
}
return new ShaderDefinitions(
header.Stage,
gpuAccessor.QueryGraphicsState(),
header.Stage == ShaderStage.Geometry && header.GpPassthrough,
header.ThreadsPerInputPrimitive,
header.OutputTopology,
header.MaxOutputVertexCount,
header.ImapTypes,
header.OmapTargets,
header.OmapSampleMask,
header.OmapDepth,
gpuAccessor.QueryHostSupportsScaledVertexFormats(),
transformFeedbackEnabled,
transformFeedbackVecMap,
transformFeedbackOutputs);
return transformFeedbackOutputs;
}
private static int GetLocalMemorySize(ShaderHeader header)
@@ -131,6 +137,7 @@ namespace Ryujinx.Graphics.Shader.Translation
TranslatorContext translatorContext,
ResourceManager resourceManager,
DecodedProgram program,
bool vertexAsCompute,
bool initializeOutputs,
out int initializationOperations)
{
@@ -147,7 +154,7 @@ namespace Ryujinx.Graphics.Shader.Translation
for (int index = 0; index < functions.Length; index++)
{
EmitterContext context = new(translatorContext, resourceManager, program, index != 0);
EmitterContext context = new(translatorContext, resourceManager, program, vertexAsCompute, index != 0);
if (initializeOutputs && index == 0)
{